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Highest Alchemy Check (Forsaker)
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<blockquote data-quote="ragingmonkey" data-source="post: 367287" data-attributes="member: 6877"><p>i don't know what skill prodigy is, but in the FRC there is cosmopolitin that gives a +2 bonus to a skill AND makes it a class skill. then skill emphasis for the +3, of course go gnome, but go arcane gnome from the dragon magazine. put your highest on intelligence (an 18 boosted to a 20) and possibly go rogue and focus on stuff like disable device, search,appraise, gather information, profession (herbalist), craft (poisons), possibly open lock and others of the like. if you have extra skills then start putting them on hide and move silently. also pick pocket could be crucial since it allows you to quickly pocket things one might also rule you could use it to quickly do other things in your lab (ask your DM). also ask your DM if you could invest in a library (5000 gp ?) that allows you to get yet another +2 to +4 on your alchemy when used in conjunction to your lab.</p><p></p><p>arcane gnome: just drop the speak with animals and give him use magic device (which he probably wont use) as a class skill and give him a +2 int and -2 wis.</p><p></p><p>also on a final note i recommend you go gnomish artificier, i just find it cooler and most parties will accept you more redily if you aren't wanting to destroy all the magic you come accross. but i guess in this aspect i am a little biased. i hope this helped</p></blockquote><p></p>
[QUOTE="ragingmonkey, post: 367287, member: 6877"] i don't know what skill prodigy is, but in the FRC there is cosmopolitin that gives a +2 bonus to a skill AND makes it a class skill. then skill emphasis for the +3, of course go gnome, but go arcane gnome from the dragon magazine. put your highest on intelligence (an 18 boosted to a 20) and possibly go rogue and focus on stuff like disable device, search,appraise, gather information, profession (herbalist), craft (poisons), possibly open lock and others of the like. if you have extra skills then start putting them on hide and move silently. also pick pocket could be crucial since it allows you to quickly pocket things one might also rule you could use it to quickly do other things in your lab (ask your DM). also ask your DM if you could invest in a library (5000 gp ?) that allows you to get yet another +2 to +4 on your alchemy when used in conjunction to your lab. arcane gnome: just drop the speak with animals and give him use magic device (which he probably wont use) as a class skill and give him a +2 int and -2 wis. also on a final note i recommend you go gnomish artificier, i just find it cooler and most parties will accept you more redily if you aren't wanting to destroy all the magic you come accross. but i guess in this aspect i am a little biased. i hope this helped [/QUOTE]
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